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Nicolai

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Everything posted by Nicolai

  1. Honestly, I don't like these discussions on blind spots of the rules and efforts on waterproofing them and I raise my voice here and now once again to discourage such efforts as my personal opinion. Not because I find it inappropriate to scold on other players in general. Not because newbies usually mix up rules with contents of HOW TOs or with best practices. Not because my personal opinion on such "new blockwarting" finds it to be a terrible and depressing behaviour, while I might be acknowledging it to happen in good intent. Not because my experience shows it to be a unsuccessful attempt in changing people's behaviour. But rather because an abundance of rules could be seen as a sign that nobody knew anymore how to command intelligently. Or that nobody knew anymore how to obey freely. While in fact no one rebels against authority, but only against those who usurp it. Every rebellion against the order of CMD is noble, so long as it does not disguise rebelliousness against the order of the mission at hand, which is the order of the simulated world the game takes place in. I've been playing on this server for almost a year and haven't seen changes to the rules - except for some textual clarifications, which were destined for the most obstinate. I think those rules are pretty much the same everyone with a sane mind would come up with after playing this server for a while. Only a small part of it is related to the technical or (in this context) practical necessities - most of the rules present are made to enable everyone to participate. And this makes obeying and excercising the rules an ethical behaviour, while at the same time it makes it a noble thing. Most successful in the past for me was going forward by example, ignoring digressors.. all of them have disappeared, so far. I don't know where they went.. and I don't know why.. I must be boring to be a jerk. I might be too liberal minded here, and thus I might be misinterpreting the opposite of despotism to be stupidity, while in fact it's possible I'm mixing up stupidity with authority here. And I admit it's more difficult to think against than to act against. I might be a jerk myself by not acting. But personally, I perceive stupidities to be spreading at the speed of light and foolish ideas to be immortal. Each new generation of players invents them anew. Most policing players I know became depressed of doing so and sooner or later start hating the policing. While I can't deny the occasional presence of obstinate players, who are not reachable by words. History clearly demonstrates that governing is a task that exceeds man's ability. The rule policing guy, at least in democracies, is not an expert in rules but in administrative roles. Society is saved when its supposed saviors despair. So I'm somewhat happy to read about your confusion (and despair) on the rules and list of allowed weapons. A good sign to me. After all, tntelligence seems to be the only art that has been surviving in any climate of EU#3 in the past. I'm pretty sure, you're a part of that.
  2. > "The people that heard this thing about echoing will remember it, but there are people that were not online, so just remember this thing and do it." Not being online or not being to any trainings is no excuse for not knowing this simple paradigm. It is a basic thing, that everybody needs to know previously to the first join to the server, not because it's general knowledge since a few decades, rather simply because it's here.. http://www.ahoyworld.co.uk/topic/3669-how-to-eu3-the-basic-guides/ Date of publication: 06 February 2015 - 01:40 AM. That's about half a year ago.. and I think I remember there is a far older version of this document, already in there for much longer, the February version being an update. Well.. Quote from paragraph "Core Principles of Combat Communications": "Confirmation and read-back. It’s important to confirm that you heard orders so that command knows that they are being understood." As this is a HOW TO document and not a rule, it describes one possible way of doing things. Of course, there are other possible paradigms and it's not an obligation to do things exactly as they are described in a HOW TO, as it is no obligation to do things only like they are described in a HOW TO. Above, the author of that same HOW TO, even explains it once more. However, if the team in person of the squad or teamleader decides for his team - like on the occasion yesterday - that this or that paradigm is the actual paradigm to be applied to a particular mission, the least thing you can do is to either submit to that decision and to back that decision as it was yours, or to simply disconnect. I'm certainly one of the the last persons who is insisting on anyone doing things in this or that particular way. Also I like to experiment with paradigms.. and to find out the true grit of some paradigm, it's necessary to submit to and fully incorporate it first - otherwise your experiences with any paradigm will not be representing the whole set of advantages and disadvantages of any particular way of doing things and render your personal opinion on it to be of limited meaning. But what I expect as a minimum requirement is openness in communication: a third possible reaction instead of simply submitting or disconnecting would be an answer like this: "I won't adhere to this paradigm, that we've just been told to use, because [... I discourage discussions in the battlefield, insert anything, I won't question it while being deployed - because your mom ...], do not expect me to [... insert what the paradigm would require you to do but you do not want to do ...]". It would help.. as there are few things more depressing than teammembers who are ostensibly confirming decisions during briefing and then slyly doing things differently when deployed. It enables the other teammembers including the leader to respect your particular way of playing the game and gives hints on what type of leading you prefer for supporting you better and what the team can expect from you. On the one hand, beginners may prefer when being told each and everything, while more experienced players may prefer to be enabled to show more initiative on their own behalf, on the other hand, a team can be a team with much less hassle for the leader, when each member can be expected to behave in similar ways. Still, both ways are possible and possibly good ways of organizing missions, being hard enough for the leader to integrate both ways in one team. Finally, I have no doubt it's impossible to integrate the team when teammembers are not openly communicating their doubts, opinions, their expected digressions, who start their discussions in the front line of combat in the face of the enemy - overall behaving differently to what they have told before. This worked very well in our team yesterday, we had experienced and less experienced players in the team and the more experienced didn't have much freedom based on the paradigm used - still we didn't have complaints or digressions and the experienced players still showed successful initiative, instead of just passively waiting for orders and depressing away - I couldn't wish for it to be better. Remember being CMD, SL or TL is not playing "Simon says".. it's a hard job and anything you do, that makes these jobs more difficult, is something you probably should think twice about. Remember guys: consent does not establish authority, it acknowledges it. Good idea with the training! Such things need training, because they only start working, once you do not need to think about it anymore. Same thing goes for the use of direct communications, which was another paradigm, that SL decided for the mission yesterday, and which I perceived was assimilated by the teams in a way similar to how the read-back paradigm was assimilated. I'm very thankful for these two experiments combined yesterday. Remember, that such a training is much less hassle and involves much less effort from the participants than it is required to integrate a team, which consists of both less and more experienced players, who usually also expect different experiences from any particular mission. Even here, there's more pressure on the more experienced players, as they are usually expected to be capable of adapting to the team and the team's paradigms more, than it can be expected from beginners and casual players. Big thanks to Boogieman for implementing those two missions using those two paradigms.. I learnt a lot about those two paradigms, which I neglected in the past and what I experienced yesterday changed my opinions on both of these paradigms from "inappropriate" to "hey, that's possible.. and it even works".
  3. Nicolai

    HEy all

    Hey fellow.. greetings, here too. Welcome to the server and community. We already went through a number of critical situations on EU#3, because we ended up being in the same team, and it was always good for me to have you near me. Thanks for patching me up countless times, killing the enemies, which were shooting me in the back and face, being helpful and supportive physically and mentally and in excess of what was being asked for, being quick witted and and for being an overall reliable and friendly battle buddy. Good times ahead, which I'm looking forward to. Wolfsauge (in-game Nicolai)
  4. Too bad for you.. just had the luck to be in the first round. Amazing mission, lots of tension and unfortunately.. lots of friendly blood in the end.. we didn't make it escorting the HVT, captured it successfully, though.. good luck to everyone still attending. AWESOME.
  5. Seeking to gain employment he sat with an Emperor who asked him to give a demonstration of lining up the troops into formation and called out his 100 concubines for this purpose. The three favoured concubines were placed as 1st, 2nd and 3rd lieutenants respectively. On giving the order the girls simply giggled, Sun Tzu commented "If the troops will not comply it is the fault of the generals incompetence in giving the orders." Second time he gave the order again the girls laughed, Sun Tzu said "If on clarification of the orders the troops will not submit they are disobedient and unruly." He took out his sword and beheaded the chief concubine placing the next in line in her place. This time when called all the girls took up their swords and performed perfectly. The emperor was shocked, Sun Tzu told him "Your Majesty's army is now battle ready."
  6. http://i1.kym-cdn.com/photos/images/original/000/207/234/you-must-be-new-here-willy-wonka.jpg I remember you well from EU#1, Xwatt, thanks for all the fish there, it was always a good day near you.. for me at least (Nicolai in-game).. *grin*
  7. I think this is intended. On a second thought, I think you will know why..
  8. I can't count how often it crashed, clogged my line with downloading advertisings I was unable to block without advanced fab between it and the Internet. Guess it was a malware attack vector, as well. It was horrible.. from the start. Must have been drunk or hoplessly in despair when I installed it. Did you ever have a look at Arma3Sync? It does not have all those uglynesses of the PwS client, that I was suffering from on a daily basis. I wouldn't say Arma3Sync and its use was free of issues, it's software, too, after all - still not missing PwS and will give it a wide berth anytime in the future.
  9. Not sure if getting it right.. no I don't like to do this. Tedious creative work, which I hate. I prefer enjoying the results from others. Still here is something I found recently. Maybe you enjoy having a look at the prefab compositions available in the Ares ZEUS mod. Btw. with Ares you can create sqm by copy and paste. Mod: http://www.armaholic.com/page.php?id=27285 The compositions I'm referring to are shown in this video from Luetin, starting roughly at 2min 30sec:
  10. Map suggestion: Zargabad. Love this map. Lots of destructible, different to each other, irregular buildings in the city centre, an airfield, several dispersed small and medium sized civilian and military objectives, varying landscapes around the city, got quite high framerates, medium size, still good for platoon size operations. TFAR: place a TFAR module in ZEUS and test it.. I think that's used to implement the locked channel for player isolation. Found it pretty straightforward, when looking at the TFAR module options. I don't know how the spectating is implemented in the gamenights, looks like a ZEUS interface with reduced resources/privileges. Btw. I've been playing around with the ALiVE modules and the EU#3 modset, specifically its RHS parts, together on this map. Be aware, once you want multiplayer coop (or even PvP), you'll quickly run into the architectural limitations of the game implementation, which are determined mostly by an older kind of multiprocessing paradigm, which was used to implement the game and is known to have issues when scaling over the amount of hardware resources present in modern PCs. Result for me was, when setting it up straightforwardly, I quickly noticed stutter, framedrops and whatnot increasingly unpleasant and gamebreaking performance issues during gameplay. As soon as you have a worthy number of AI on the map along with a few human players, you will realize you need a dedicated server and you realize you will need to run AI in the headless client, to reduce the server's process load to the absolute minimum possible. I noticed all that while my hardware was busy with max 10% and not using more than 1 of 16 GB RAM for Arma 3. Your mileage may vary on this.. Google was pretty helpful on this during the past two weeks of vacation I kept trying out different mods that I didn't see on EU#3, yet. "The knowledge of SQF is less that of a scripting language and more like the shared oral history of a tribe. If it doesn't doesn't get passed on from member to member it will die." (quote found here: https://forums.bistudio.com/topic/177206-vcom-ai-driving-mod/?p=2782365) When you look at the EU#3 modset, that you have on your disk, you'll notice DAC. I'll invite you to have a look at it for using it in your mission. Maybe it's not a secret to tell it's one of the reasons for the excellent game performance you will have certainly noticed during the gamenights. I remember when asking the developers of the AhoyWorld Gamenights more specific questions about mission editing, they were always friendly and helpful. Just be mindful that one should respect what they do as art - and the bad artist copies, while the good artist steals. I'm sure you'll consider this, as soon as you will realize how much work must be behind these gamenights, like I did in the past two weeks. I think, it's not possible for me to just make a mission quickly with a 9to5 job, yet. I'm too new to this, still. A good mission is prevented by the smallest bugs. I guess it's 50% work to make things move like you want in the mission and 50% work to polish that. I've not even reached 30% of that in a week of editing and testing with a few players. Just realized a few of the caveats others have noticed already long ago.. However, I welcome small scale coop missions for lower number of players, like some from the workshop, might be good as a template. It's way more enjoyable to play them with real human figthers, than with AI. My resources are limited, still will help testing and play it. I remember you to be one of the more thoughtful while still aggressive players.. I'd like to see that performing with a few other human players against the Vcom AI, because it's so damned hard to win against this AI, when you're alone and no one is securing the flank. So my scope changed, currently I'm trying to take a prefab multiplayer coop mission from the workshop and make that polished with some mods and Vcom AI. And no, the hassles of distributing that mod part to the players.. "my TFAR isn't working" ... and "I can't get into the server though I have all the mods" problems.. it takes a while to solve those, so that polishing is a main factor to make it a good experience for everyone and it will most certainly make sure you're not being able to play yourself, once you're the mission maker. I didn't find anything that could be skipped in this. I hope my report of these experiences is not discouraging enough to keep you from doing it. Because I never finish any projects I begin, I'm looking forward to play yours.
  11. It's been working for me ever since to put the mods into other directories than the ubiquitous "C:\Program Files (x86)\Steam\steamapps\common\Arma 3". The ones for EU#1 are in "C:/somewhere" and those for EU#3 in "C:/somewhereelse". Altogether that's about 34 GB here, right now.. but then again.. it seems to me that ArmA3Sync doesn't delete stuff, that's not relevant anymore. Maybe that old stuff I seem to have there is still in the repository, I didn't check that. You might end up with less data. In ArmA3Sync, which I prefer to synchronize the mods with the repository, you add the locations you have your mods in to "Addon Options", there "Addon Search Directories". My ArmA3Sync then found all my mods, after adding those directories, where I had put them. It also seems capable of updating them there. I don't see reasons why this couldn't be a directory on a different device, as well. With regard to Arma 3 itself, I don't see reasons to put mods in different locations than the main directory, where you have the game, when you bought it on Steam. Even the BIS launcher for Arma 3 has a button for this, where you can add mod locations, which are different to the default.
  12. If there was put a rifleman with M3 MAAWS slot in Alpha, Bravo and Charlie, the HAT team could finally confine itself on using weapons, that have a range of engagement justifying movement as a seperate team and usage of a long range radio - like the Javelin and the FIM-92 stinger. What was the AAT team there for, then again, I can't remember. That's how it goes: 1. Get on EU#3 as HAT SL, see two other players in the team joining, making a complete HAT team. You will enable them to move seperately, do the LR and map work never get to fire a launcher yourself, okay. Get your channel 4, put it on the side channel map with its frequency and quickly load a HMMV for them with Javelin. While you're loading the HMMV, you're off the LR, as you use the backpacks to load the vehicle. During that time, the radio channels get redistributed a few times, which you do not realize, as nobody updates the map markings. Be sure that once you got your LR back on, there will be several different teams chatting on channel 4, each one stating to have been there first. It's bright daylight, so get a day loadout. 1.1. Knowing that most people rather use the MAAWS, you decide to ask your teammates an innocent question: "What launchers are we going to use? Javelin or MAAWS". You'll get the reply: "that's for you to decide." Okay.. decision.. 2. Ride the HMMV with the Javelin to the staging area and ask your teammates to get in, after you've found them somewhere around the Arsenal, while trying to get a dedicated SR channel. 3. Hear complaints about why a preloaded Javelin HMMV was not good, because your teammates haven't used it, can't handle it, don't like it, would have to communicate with you, when using it.. rather move in with the team.. and btw. why do you not have a LR on your back? 4. Go back to the Arsenal, "quickly" work over the loadout of the HMMV, add some M3 MAAWS ammo and.. yeah, why not a few Stingers and some highly sophisticated mags for three different marksman rifles of the HAT members. After that, the amount of space left in the HMMV for your Javelin ammo is the same as in a Carryall backpack. 4.1. A CMD element may appear. When it sees you carrying Javelin, you're being told to carry the much more appreciated M3 MAAWS. When it sees you carrying M3 MAAWS, you're being told that HAT used Javelin and no MAAWS. Either way, you'll figure that out. Talking sometimes helps, sometimes it's just better to not listen to others. 5. At this point A SL or CMD will ask you to move in with the team, rendering LR radio, HMMV, Javelin.. the whole HAT team to be pointless. However, as a HAT SL you're not carrying a launcher right? You're moving in with the team.. and yeah, listen to the Air LR as well, because we don't have a guy in the JTAC role. 6. Wait at the staging area with the loaded HMMV and the missile spec assistant, because the missile spec rather goes in with Alpha using Vortex. Well yeah, as you do not have a lot of possibilities to sanction erratic behaviour of others - you can ignore them, after all. Or does the HAT member moving in with Alpha really expect being told about targets by you on the SR, which you will get from A SL on the LR? Well.. 7. When everyone is ready to go, missile spec and missile spec assistant will have disconnected, you will be airlifted as a HAT SL in your loaded HMMV, to the same LZ as Alpha, Bravo or Charlie. During that time, ambient will have been changed to night and you don't have a NVG. If you don't get shot or wrecked while that happens, and you didn't fall asleep in the HMMV, yet, you'll find that your teammates have optimized away the M3 MAAWS launchers from the HMMV's inventory, to carry more ammo, so that you have a lot of ammo, will move with the team, that you use the LR to talk to, even though it's only meters away. And no flares. And the radio frequencies have been changed again. 8. You're being asked by A SL to take out that T-80, that you have told them about 1km ago, that's now right in front of you, with your Javelin, over LR radio. 9. Once you have gained a position a short distance use of the Javelin isn't a straight suicide from, you'll see an Alpha member trying to take out the T-80 using an AT4, because he couldn't wait and.. because he has it. It fails and you then have a NVG to scavenge. Still you have proven to be uncapable of using the Javelin, you have proven the Javelin is of a disadvantage and that the MAAWS is better to completely disintegrate the teamwork, separation of duties.. and the mission. 10. Because there is no infantry and no pilots left for EVAC you disconnect. As long as the teamwork with regard to moving in separate teams and coordinating combined efforts using LR is hard to attain, I'll probably better refrain from participating in discussions about which was the better tool because I like it more than others. I love the M3 MAAWS, I love the Javelin, each for its own use. The decision to use the M3 MAAWS in light infantery groups is a good idea. However, to put it like that on EU#3 would be straightforward from my perspective on the one hand, on the other hand it would make the task of getting a separate AT team into battle even more difficult to attain, no matter which launcher they used. As that is already hard anyway, why not? Changing HAT 1 to MAT and HAT 2 to HAT would be a decision I would endorse, as that would both be regarding the MAAWS's standing within the platoon, that it has gained through reliability and versatility in some cases of use, and that wouldn't make things harder, that I find hard and depressing to experience with regard to its use in the team.
  13. When following your suggestion for that separate sniper team with a marksman and a spotter, I wonder who is carrying the long range radio along with the duties associated to that and who of them is marking the enemy on the map, the spotter or the designated marksman? I see senpai doing all the hard work on the map and LR, while the protégé is using the big rifle. Do I see this right? You've probably not seen it, there was a marksman role in the alpha, bravo and charlie teams on EU#3 before. Personally, I found it depressing to fill that role, because most of the time the squad and team leaders were not willing to to use the radio, which would have allowed a separated position, even in the range of only a SR radio. Furthermore, the reduced load resulting from their designation to the role, which meant no backpack, together with the high range of engagement of the rifles allowed in the riflemen and other classes, made this an underprivileged and handicapped role for me. Usually, I was either scolded and then forgotten or ignored for moving on my own discretion (falling behind, taking overwatch positions, announcing targets...), or killed quickly, due to reduced armor when moving close to the team. And I can tell you, even if that doesn't strike you, there are few things more depressing than "being told" by your SL/TL to take out enemies from 100m with a rifle configured for a range of engagement of 600m, disallowing you to take them out from a proper distance, because their fellow riflemen then don't have "anything to shoot at". On that new Panthera map I had a few locations in some missions in the mountains, where a seperate sniper team would have been nice to have. However, there have been other missions, where that didn't make a lot of sense to me. What I would like to see in those missions, where a sniper team sees little use, is the sniper team getting ready quickly, to go to a forward position using a separate vehicle or helicopter insertion and with a fire if fired upon ROE doing some recon map work.
  14. "reconsidering getting the mods to check out EU3" -> see you there, in-game Nicolai. Don't look at the HMMVs, go straight to the MRAPs.
  15. Nicolai

    EU3 Modded

    I remember previous discussions elsewhere about the effects of using something like the Milkor MGL (https://en.wikipedia.org/wiki/Milkor_MGL) in the game. In the real world, most notably the effective firing range, the rate of fire and the resulting accuracy of this device differs to the parameters of the real counterexamples of the underbarrel launchers available in the vanilla game and the RHS mod. With regard to those differences: the real Milkor MGL can use MV rounds (medium velocity), which enables it, together with specially crafted scopes, to hit targets reliably up to 800m, compared to the 400m maximum effective firing range of the man mounted GLs already in the game. High rate of fire grenade launchers are already there (those mounted to the HMMVs). Just better sights or ranging computers, that improve the accuracy, like currently available in the real world, is what I haven't seen anywhere in Arma 3 or its mods, yet. The reasons for it being used so rarely are best summarized for me in this post: https://www.reddit.com/r/arma/comments/3d9a4s/2025_and_we_have_improvements_to_everything/ In this post the author makes the ranges of the scoped rifles in the game responsible for rendering the existing GLs into the category of "rarely used wisely". Of course, you could add to these reasons impatience and lack of SL, TL and teammembers' capabilities to range and designate targets, mark them on the map etc. - but these aspects of teamplay are relevant to all kinds of indirect fire. It's still easier for most to play the game by taking out everything they see, as soon as they see it. I'm looking forward to help making this a difference for EU#3 with regard to the existing grenades. It's not the same as with the M3 MAAWS smoke and illumination rounds, as I found them only needed for foggy night conditions. The grenades can be used in any setting of Gauntlet: against infantry and for disabling wheeled vehicles. Reading the excellent previous articles about properly using the russian AT weapons, the static grenade launchers, ... I see a grenadier's breviary coming up, written for me to read about the secrets and mystery of using the grenades in the field. What I remember, when reading my own post.. in Gauntlet, when playing it alone at night, using a Darter to spot targets for indirect underbarrel grenade launcher fire.. when you take out three of a group of five for example, the remaining two move in such a way, that you do not neutralize them, when you hit the same spot again, while maintaining cover. So the AI is quite fresh in this spot and would keep it being a difficult task to take out enemies using indirect underbarrel grenade fire. Even with such a weapon added.
  16. I'm undecided on this. Upfront: I didn't have a look at the GEAR stuff, yet. Of course, sometimes I'm amused by the amount of time players spend by the arsenal performing lengthy dressups. On the other hand, I favor well designed loadouts and feel sometimes challenged by the amount of work involved in maintaining reasonable loadouts and managing changes to them myself at the same time. Looking at the limitations of the game with regard to these challenges, a significant amount of my saved loadouts are used to load and to unload vehicles. When it matters about visual differentiation between friendlies, it is not nearly enough being done with the means that we already have at hand in my opinion. For example: we could be using the different camos and constrasting vest/backpack colors much more, to help recognize friendlies, their roles and teams visually. The enemy AI disregards the type of camouflage completely. Only the the situational awareness of other friendly forces remains: when seeing another friendly force directly, and this is relevant to the question of the camouflage. For example: to determine quickly the friendly force's role only by looking at the friendly force, even from far away. This is the only example that comes to my mind. It's not that I'm the biggest fan of TRYK, it has its quirks. However, it works and is appropriate. For example, Johnsons objection with regard to the possibility of having a look at the GEAR MARPAT module only is valid from my point of view, as I'm missing some MARPAT objects from the available TRYK assortment as well. And why not switch to GEAR entirely if it's good - I'm not against that. The main reason for me not looking at it yet and not furtherly thinking about it currently probably is: I rather would like to see the limited resources to be invested in making Gauntlet work on the new excellent maps.
  17. Oh yeah, that's good to read it's going to being replayed. Okay, I thought these NATO guys mixed with the SF apron guys, which I was one of, was an intended twist. I saw that flipping technical in front of us. It's unfortunate you were among the casualties. It reminded me of the Gauntlet supply truck mission going awry without good reasons. Sad. On the other hand, the amount of times I was asked by random fellow fighters, how they can open their radio configuration interface and similar telltale questions, I'm surprised we got that far at all.
  18. I liked this gamenight a lot, the loadouts were lovely, thank you. How could I have been overlooking the the ELCAN SPECTER scope, so far? It is definitely the superior scope for the SCAR, now using it on all my loadouts that use the SCAR rifles and I'm enjoying it quite a lot. It's NVG compatible and has two modes of magnification. I was the ALPHA 1 rifleman, who got delegated the SQL at the airfield. After ALPHA 1 had finished clearing the airfield without casualties in the team, I was quite keen on continuing the mission. We had the possibility, enough working vehicles and ammo. However the fellow fighters around me were frustrated and wanted to end the mission, so far I'm not aware why exactly. The map markers ahead were looking quite interesting to me. Apart from what I was reading here and what I was overhearing in some heated chatter from the fellow fighters who couldn't handle the game during the gamenight itself - from my perspective the inability was related to the radio, comms discipline and the efforts needed for the coordinated movement of the teams - I didn't have a single issue with my loadout or my radio. Also I didn't perceive any issue in the entire ALPHA 1 team. I hope you will consider giving this mission another chance..
  19. Signed up with in-game name Nicolai as Autorifleman, Rifleman, Team Leader, Ex. Specialist. I must fire my rifle true.
  20. > Have you tried deselecting all the mods on arma3sync and reselecting them? No. I just deselected the ones from the official modset (EU#1), trying to start on EU#3 with only the modded modset. Result was the same, "session lost". > Literally just unticking the mods and ticking them again. I didn't get the idea of doing that and will try it, if I happen to experience something similar again. Funny indeed. Thanks for your reply!
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